New (for X2 atleast) Missile Question
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New (for X2 atleast) Missile Question
Been hashing out the details on a new mod for the game, and while trying to get my mits on 3dmax was curious if anyone knew if its possible to script a cluster/swarm missile. Basiaclly you for the missile and a short distance from your ship it breaks up into anywhere from 4-10 smaller, more maneuverable warheads. A possible Twist on it would be anti cap ship version, menat to cause mass damage over a wide hull area.
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I'll take a stab.
I don't think you can add new missiles. So here's what you could do.
Replace one of the exisiting missile types with a new 'mother' missile. All speed / manevuerability parameters are editable through modding.
Replace another of the existing missile types with a new 'child' missile.
Again it's easy to set flight characteristics of these.
When a mother is launched it starts a script (not sure if you can tie a script into this event or not)
If you can't, you'd have to tie a command into the command window called 'activate mirv warhead' or something that manually runs the script.
Once activated, script checks distance to target, and at x meters, script:
1. spawns y number of child missiles with target same as mother in some arrangement around it.
2. destroys mother missile.
You might have a problem with newly spawned children missiles sitting there for a second before they speed up, so it may not be that useful.
Also, you'll have to decomission two missile types to do it.
But it sounds doable.
I don't think you can add new missiles. So here's what you could do.
Replace one of the exisiting missile types with a new 'mother' missile. All speed / manevuerability parameters are editable through modding.
Replace another of the existing missile types with a new 'child' missile.
Again it's easy to set flight characteristics of these.
When a mother is launched it starts a script (not sure if you can tie a script into this event or not)
If you can't, you'd have to tie a command into the command window called 'activate mirv warhead' or something that manually runs the script.
Once activated, script checks distance to target, and at x meters, script:
1. spawns y number of child missiles with target same as mother in some arrangement around it.
2. destroys mother missile.
You might have a problem with newly spawned children missiles sitting there for a second before they speed up, so it may not be that useful.
Also, you'll have to decomission two missile types to do it.
But it sounds doable.
"Nature's first green is gold" . . . stay golden.
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well i really dont expect the ability to recode the game, but certain things, I.E. ship ezuipment/weapons, shouldnt be hard coded. IN this mod i planned on making very different factions and changing the X2 gun system to Classes. Like there are 5 calsses each with 3 teirs of compatibility. Each factio has their own version and ups and downs. Now ti seems that it's not possible.
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